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Gamifying Learning

Gamifying Learning
Related:  Ressurser om gamification

Video games: LESSON PLANS - WEBQUESTS Too much gaming is mental health issue (December 26, 2017) - a lesson plan with AUDIO "The World Health Organization has said that too much gaming is officially a mental health problem."Try the same news story at these easier levels: Gaming Disorder - Level 0, Gaming Disorder - Level 1 or Gaming Disorder - Level 2 Make sure you try all of the online activities for this reading and listening - There are dictations, multiple choice, drag and drop activities, crosswords, hangman, flash cards, matching activities and a whole lot more. Please enjoy :-)(breakingnewsenglish.com)

Steg for å bruke spillifisering i klasserommet Spillifisering i klasserommet blir mer og mer viktig i den pedagogiske prosessen. Spill er en grunnleggende del av kulturen. Og jo viktigere lek blir i læringen, jo større potensiale har spill for å transformere opplevelsene til barn i skolealder. Vi har mange ganger snakket om viktigheten av lek for barns læring og utvikling. Men nå vil vi snakke om hvordan vi kan dra nytte av lek for å utdanne barn i en pedagogisk omgivelse. Det er mange forskjellige pedagogiske metoder og meninger om hvordan du kan gjøre det. Spillifisering i klasserommet: Evaluer elevene dine Identifiser problemer og svake punkter Å identifisere elvenes problemer eller svakheter er svært nyttig når du skal bestemme de beste strategiene for spillifisering i klasserommet. Gjør en klasseundersøkelse Lærere og professorer bør analysere hver klasse før de begynner å jobbe med elevene sine. Intensjonen skal alltid være å forstå og bli kjent med spillene som elevene dine spiller. Strukturere spillopplevelsen for læring

Game based learning & Gamification Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Gamefinder Carbon Cycle GameCan you master the original shape-shifter, the Carbon Cycle? Transform carbon from water to sky to land--before your tricky opponent does! Water Cycle GameCan you move water from the ocean to the sky--and then back again? Simple Machines GameHelp Twitch do his late-night work in the Museum workshop by creating simple machines. What is Gamification? | Interaction Design Foundation (IxDF) Gamification refers to the application of game-design elements and game principles in non-game contexts. This technique enhances user engagement with a product or service. When features like leaderboards and badges are inserted into an existing system, designers tap users’ intrinsic motivations so they enjoy the experience more. In this video, Games UX Expert Celia Hodent explains how to gamify learning. “Games give us unnecessary obstacles that we volunteer to tackle.” — Jane McGonigal, American designer and author Gamification in User Experience (UX) Design Gamification is a powerful tool to drive user engagement. The dynamics in successful gamification serve as effective intrinsic motivation. The Challenge for UX Designers Gamification is notoriously difficult. Here at the Interaction Design Foundation, we also use gamification to increase our course-takers’ intrinsic motivation for putting their best effort into their courses. Major Gamification Pitfalls: 1. 2. Zombies, Run! 3. 4. 5. 6.

Game-Based Learning Units for the Everyday Teacher Game-based learning (GBL) is getting a lot press. It is an innovative practice that is working to engage kids in learning important 21st century skills and content. Dr. Judy Willis in a previous post wrote about the neurological benefits and rationale around using games for learning. She also gives tips about using the game model in the classroom. James Paul Gee has long been a champion for game-based learning in speeches, blogs, and books. Myths About Game-Based Learning First, let's clarify a couple things. Gee refers to teachers as "learning designers," and I couldn't agree more. Inspired by the work I've seen, here is an overview of components and structure for the everyday teacher to implement game-based learning Overall Structure: Individual Quests and Boss Levels A game-based learning unit should consist of both smaller quests and more robust boss levels. Boss levels are more rigorous missions that require students to synthesize the content and skills learned in the quests. Avatar

A Fun Game and Mission to Teach Students About Giving Good Instructions I recently took on a new position teaching 400+ elementary students Computer and Technology. After the first few weeks of going over procedures and an introduction to computers, I noticed my students were getting restless. I’m taking the time before we go into coding to help students learn about giving instructions, since the most important thing all my elementary students learned this past week is that a computer works by following instructions. For the next few weeks, we will focus on process writing and how to write good instructions. In our district, we try different unplugged activities with the elementary students, such as give simple instructions to your partner who is acting like your robot. You can earn professional development & college credit by taking one of my online accredited courses! Mission– Write at least 8 good instructions to help a 4th grader pass the 1st level of Machinarium, a point and click adventure game. Instructions- With a partner, pass level 1 of the game.

6 Killer Examples Of Gamification In eLearning (Updated In 2020) - Gamification for learning—or, notably, serious learning—is all about using the principles and key elements of gaming to meet the required learning objectives. eBook Release What Is Gamification And How Can It Enhance Corporate Training Discover real-world examples of how gamification can improve corporate training experiences. The value that gamification brings in is summarized very effectively in the following statement as per Wikipedia: "Gamification techniques are intended to leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism or closure. What Is The Value That Gamification Provides For Learners And Businesses? As gamification offers a learning journey to have fun as you learn, the learners welcome it. Will gamification truly help learners learn? However, the fact remains that the success of any learning strategy is determined by the effectiveness of its application. The Value From The Learners’ Perspective 1. 2.

The Gamification Explosion (History Of Gamification Pt.3) If you’ve been following out History of Gamification series, you’ll have learned all about the pioneers who laid the groundwork for the world we live in today. If not, just follow the links for part one and two! Pt1: Countdown to Gamification Pt2: The Birth of Gamification When we left you, we were almost a decade into the 21st century. 2010 – Gamification changes the world Jane McGonigal delivers her groundbreaking TED Talk, Gaming Can Make a Better World, in which she prophesises a game-based paradise: “When I look forward to the next decade, I know two things for sure: that we can make any future we can imagine, and we can play any games we want, so I say: Let the world-changing games begin.” Also this Year: 2011 – Gamification Explodes Gamification Co. host the inaugural Gsummit in San Francisco attracting around 400 attendees (a number that would double by 2014). Also this year: 2012 – More hype for gamification 2013 – More Gamification Research 2014 -Gamification is Dead?! inShare14

Gamification: not a gimmick but a radical new way of teaching Despite the hype surrounding gamification the concept itself is poorly understood. I believe the real potential for the use of gamification in education, particularly schooling, is being missed. For those who are new to the term ‘gamification’, it is used to describe a range of processes where the mechanics, or features, of games are integrated into traditionally non-game tasks, such as awarding badges for successfully completing tasks. Education isn’t the only field attempting to use gamification. Marketing, health and fitness, human resources, and a range of other spheres, have embraced the use of gamified elements. At present I believe gamification focuses too much on the use of such game elements without an understanding of how and why these mechanisms are used in gaming. To start it is important to understand the forms from which gamification emerged: traditional play and video gaming. Many of the most identifiable aspects of video gaming are in essence teaching mechanisms.

Why Understanding Learner Motivation Is Key For Gamification - eLearning Mind Just like eLearning can’t take place without a deep understanding of learner motivation, gamification in employee training won’t work without an understanding what drives and motivates employees. Just adding point or badges to a learning module is not gamification. Each game mechanic taps into different motivators, so to apply the right ones, you have to understand what motivators you are trying to activate, and how they align to the goal of the learning experience. A great way to think about it is this. Dangling a carrot in front of a rabbit will motivate a reaction from the rabbit. The ARCS Model Learner motivation can be anything from “I want to buy a new car” to “I want to be employee of the month,” but the trick is determining the best way to light a fire under learners that speaks to their core motives for the best results. Can I Have Your Attention Please… It’s not by chance (or clever acronym) that attention is listed first in the ARCS model. Make Sure to Stay Relevant

Gaming the System | Blended Learners It’s hard to attend an education conference, especially an EdTech conference, these days without hearing about Gamified Learning. As with any buzzword, it can be hard to tell the difference between a bandwagon worth hopping on and empty hype. It can be equally hard to pin down a definition, let alone best practices, for a term that is just gaining traction. A Student’s Dilemma Every day, our students are faced with a dilemma – should they do what they feel like doing, or should they do what their teachers are telling them to do. Developments in the way we think about student learning have challenged these assumptions in several ways. Educators are also beginning to appreciate that, even assuming we know more about the skills students would need to succeed in today’s world, the world that students will inherit may require a different skill set, known as 21st Century Skills. Principles of Gaming Games Vs. Game On?

The Benefits of Gamification for Learning Reinforcement Gamification is rapidly gaining traction in the learning industry as an effective way to increase knowledge retention and drive behavior change. This new, innovative approach to training and learning reinforcement offers benefits for a wide-range of soft-skill and technical training reinforcement programs. If you are looking to increase the impact of your training programs and effectively drive behavior change, consider testing gamification based on the benefits outlined below. 1. When it comes to traditional instructor-led training sessions and workshops, it can be difficult for participants to translate content for on-the-job application. Gamification reinforces traditional training programs and eLearning courses by giving participants the opportunity to apply principles to real-life challenges and scenarios through a safe learning experience. 2. Gamification not only encourages participants to remain engaged with training c 3.

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